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Il2 DD Update Dev Blog 225
By 76.IAP-Blackbird,
225
Dear friends,
The Summer is in full swing and we're working on finishing the Bodenplatte project. P-51D, P-38J, B-25 and Tempest 3D models are nearing completion, their textures are being made right now. Today we can show you the cockpit of Hawker Tempest Mk.V:
As we announced before, all Bodenplatte planes will have 4K external textures. Here are Bf 109 G-14 shots that show the texturing made by Martin =ICDP= Catney:
In addition to the models, we're working on the important features like more detailed pilot's physiology effects. Fatigue caused by a high G stress, (in)ability to bail out and other such things. After that, we'll get to repairing, refueling and refitting the aircraft on the ground.
At the moment we're moving to a newer FMOD version and our sound designer converts all the sounds to the newer sound engine. The main result of this work should be a fix of the disappearing sounds issue after playing for a while that was caused by having too many of them. We also started the research on making the aircraft and ships visible from several times farther distances. This task is very complex since it involves many various parts of the project - we can't make it at the cost of a significant performance loss in the graphics and network subsystems.
The work on the Bodenplatte map is nearing completion and we'll be able to show you the screenshots showing the result of this tremendous work soon. This also means we started the work on the Career mode for it that will be called Battle of Rheinland. Starting on September 17th, 1944 and ending on April 1st, 1945, it will include several new mission types characteristic for this timeframe on the Western front. All the required information - squadron histories and emblems, pilot biographies, awards, news, etc. - was accumulated with the help from our community members and we're very grateful to those who participated in this task.
Another important thing we must tell you is that American, British and German infantrymen models for Bodenplatte project are finished - they will man the guns, drive the vehicles and appear as airfield personnel. And here's the model of the Royal Air Force pilot for Summer of 1944:
Now let's talk about other our projects. For Tank Crew, the next update will bring Pz.Kpfw.IV Ausf.G that has autonomous electric turret turn mechanism for instance. And in September we plan to release the two scenario campaigns for Tank Crew - Breaking Point and Last Chance, telling about the fighting near Prokhorovka. Players will be able to participate in the battle from both sides. Today we can show you the title art for these campaigns that were created using in-game tank models and the screenshots of Pz.Kpfw.IV Ausf.G in the sim.
The next update is planned to include two - actually four - new aircraft for Flying Circus - Halberstadt CL.II, Halberstadt CL.IIau, Bristol Fighter F2 Falcon 2, Bristol Fighter F2 Falcon 3. After that, to complete this project we'll have to release Amiens-Arras-Lille map that will come with improved visual models for ground vehicles. Here are the screenshots of the coming planes:
You can discuss the news in this thread
Summer Sale has Begun! June 25th - July 5th - 50-66% Off
By 76.IAP-Blackbird,
Dear Pilots!
SUMMER SALE HAS LAUNCHED!
June 25th - July 9th 2019
In Official Webstore and on Steam
Battle of Kuban = 50% Off (First time at this price)
Battle of Stalingrad = 66% Off
Battle of Moscow = 66% OFF
All Collector Planes = 50% Off (Including the U-2VS)
All Scripted Campaigns = 50% Off
All Rise of Flight Content = 66% Off
Cliffs of Dover BLITZ = 66% Off
OFFICIAL WEBSTORE
STEAM
As usual, if you purchase a plane you already have you can send it as a Gift to a friend or squadron mate.
NOTE: having at least the base game (Stalingrad) on Steam means you can launch it from the Steam client without entering a login and password and you can access your IL-2 content purchased elsewhere if you link the accounts.
I recommend to buy it directly from the original webstore
Dear Pilots!
SUMMER SALE HAS LAUNCHED!
June 25th - July 9th 2019
In Official Webstore and on Steam
Battle of Kuban = 50% Off (First time at this price)
Battle of Stalingrad = 66% Off
Battle of Moscow = 66% OFF
All Collector Planes = 50% Off (Including the U-2VS)
All Scripted Campaigns = 50% Off
All Rise of Flight Content = 66% Off
Cliffs of Dover BLITZ = 66% Off
OFFICIAL WEBSTORE
STEAM
As usual, if you purchase a plane you already have you can send it as a Gift to a friend or squadron mate.
NOTE: having at least the base game (Stalingrad) on Steam means you can launch it from the Steam client without entering a login and password and you can access your IL-2 content purchased elsewhere if you link the accounts.
I recommend to buy it directly from the original webstore
Another foray into Virtual Reality (VR)
By MigBuster,
The technology for Virtual Reality (VR) has come on enough in recent years for it to be considered viable for home gaming including in some Flight Simulators. The latest set of Headsets released this year have improved on what there was somewhat with some calling them 1.5 or 2nd Generation.
Even so opinions on these seem to be mixed with some declaring they are the new messiah and others putting them in the box and sending them back to the shop. So is it the new messiah or just a very naughty Scuba Mask.
After patching up my hands (more later) the subject on trial is the Oculus Rift S, which improves on somethings over the Rift CV1 such as:
• Resolution and clarity.
• Ease of Use.
• Price. but is not so good on some other aspects
• Sound.
• Lack of mechanical IPD setting. The Rift S price seems competitive and includes 2 controllers however, like myself and others you will likely be plugging your own headphones into the provided Jack to improve sound quality: Those ultra cheap earbuds plug right in to the headset! Rift S also has internal tracking using 5 cameras so doesn’t use or need external base stations (Lighthouses) like the Pimax 5K+/8K and Vive do. This means 6 Degrees Of Freedom (6DOF) comes included. Rift S is also said to be one of if not the easiest to setup and live with. All you do is install the Oculus App, plug in the headset and pair the wireless controllers with onscreen tutorial. A spare USB 3 and DisplayPort is what you need to plug in the hefty cable. I am also running Windows 10 with an RTX2080 card which specifically had a USB type C connector on it for VR. So, taking advice from other users I plugged the headset directly into that using a USB 3 to USB C adapter. (Note I am running a mid to high end gaming PC currently and quite frankly anything less might see you disappointed regarding performance if you were say using it for DCS.) Once I had stuck in the AA batteries onto each controller both paired straight away so setup was no issue at all for me. Earlier headsets and others like Pimax 5K+ have a mechanical InterPupillary Distance (IPD) setting. Being a single display Rift S only has a software controlled IPD setting and this seems to be a large negative point people are throwing at it. This is basically the distance between your pupils and so is important to know so you can set the correct value. Rift S comes with snazzy box and two controllers! The initial Oculus “First Steps” program (App) is a joy and really gets you into being able to use the controllers to grab and throw objects and interact with the world. The Oculus App store is an advantage for Oculus being one of the most developed. Here you can find some free gems like BBC VR spacewalk and 1943 Blitz.
Screenshots alone are useless on conveying what VR is like you have to try it and get your VR legs, which translates as getting used to things to stop that part of the brain that thinks it is real and making you feel sick. Try a VR spacewalk or a Dogfight in DCS and this is what you initially will be fighting as well. Impressions After using Rift S for a few weeks this is a real showcase for the potential of VR especially concerning interaction with computers and even VR games such as Robo Recall which are really pretty amazing.
But I don’t want to give the wrong impression because you still basically have a 3D monitor in Scuba type mask at the end of the day and this will not be for a lot of people. It is advised that you have lots of space around you for games such as this because you are essentially flailing yourself around pretty much blind. Also you will find that although your in game hands can rip robots apart and throw them about – your real hands are no match for the wooden furniture you just hit and need patching up. In fact possibly the first time blood has been shed for real during a computer game. Robo Recall - the only blood shed was outside the game! (Oculus.com) VR games make you sweat and so your VR lenses will steam up. Some get around this by blowing a fan in their face others like myself came up with this solution which also lets me stay in touch with the real world but makes things less comfortable: Yep I have pulled the rubber mask off! Speaking of which Rift S has a promising feature maybe for the future called Passthrough where I can be in any game and switch to a view through the external cameras. If you are thinking just like the F-35 helmet! – erm sort of like the F-35 helmet…….…in 2001 maybe. Was thinking I might be able to make out the keyboard but no chance. (maybe in a few years) When it comes to flight sims there are lots of mixed views and opinions. I can see why some have returned it because some people won’t put up with headaches or bother trying to overcome sickness for computer games. Some will be disappointed at the view in the Rift S which is better than the original Rift but still less than a 1080p monitor. Track IR 5 V Rift S Let me say I have used TrackIR for over 10 years and so SA and positional awareness in Dogfights is not an issue. Nor is Air to Air Refuelling in fact recent DCS patches seemed to make things a lot easier. In Falcon I find it easier to join when the tanker is turning for some reason and do most of this automatically. These are things it seems I will need to spend time practising in Rift S / VR before I can be as proficient as before.
The Field of View (FOV) is similar with both but with TrackIR I can still get a more realistic range and look around a lot easier with much better clarity. If I compare 1 v 1 tracking with the Rift S and my head then the FOV is much too small on the Rift S, so it is not just a pain in the neck I am getting. (Note I don’t wear glasses). With Track IR I often have to F12 reset the view or shake my head to get it back to where it is supposed to be (things I do now automatically). The Rift S doesn’t have that issue but it is also not perfect with for example sometimes presenting the HUD display too low or high to use. Other differences with Rift S include a 3D rendered cockpit thus the cockpit switches stick out in a way you won’t be used to if you used a 2D monitor. Also, the sense of scale is different and you can do things like stick your head out of the side of the aircraft which might be Useful for Choppers maybe (something I don’t fly). Also…. Of course there are other changes you need to adapt to……..for example with the VR Headset I can use HOTAS, rudder pedals and mouse fine, but a keyboard is a no. Also not so great having to lift up the scuba mask to look at the many docs I have on tablet for the more complex sims, also if you need to write anything down like coordinates during a CAS mission forget that. So, for example trying out the A-10C the other day and need to eject but no practical way to get at the keyboard and no clicky way to eject myself. Alternatives might be using Voice command software instead and there are ways to get some documentation into the DCS kneeboard such as the third party DCS Kneeboard Builder which may help to a degree. Natural-point Track IR 5 - the King (naturalpoint.com) Potentially I suspect Generation 3/4 headsets could address some of the the current issues and be very good. Something that could add to this in future is Hand Tracking so you can manipulate controls in clicky pits with your hands / fingers. So, in summary if you are tempted by one of these then do research into it and look up the many Pros and Cons or at least make sure you buy from where you can return it easily. Whether it is for you is entirely down to who you are.
• Ease of Use.
• Price. but is not so good on some other aspects
• Sound.
• Lack of mechanical IPD setting. The Rift S price seems competitive and includes 2 controllers however, like myself and others you will likely be plugging your own headphones into the provided Jack to improve sound quality: Those ultra cheap earbuds plug right in to the headset! Rift S also has internal tracking using 5 cameras so doesn’t use or need external base stations (Lighthouses) like the Pimax 5K+/8K and Vive do. This means 6 Degrees Of Freedom (6DOF) comes included. Rift S is also said to be one of if not the easiest to setup and live with. All you do is install the Oculus App, plug in the headset and pair the wireless controllers with onscreen tutorial. A spare USB 3 and DisplayPort is what you need to plug in the hefty cable. I am also running Windows 10 with an RTX2080 card which specifically had a USB type C connector on it for VR. So, taking advice from other users I plugged the headset directly into that using a USB 3 to USB C adapter. (Note I am running a mid to high end gaming PC currently and quite frankly anything less might see you disappointed regarding performance if you were say using it for DCS.) Once I had stuck in the AA batteries onto each controller both paired straight away so setup was no issue at all for me. Earlier headsets and others like Pimax 5K+ have a mechanical InterPupillary Distance (IPD) setting. Being a single display Rift S only has a software controlled IPD setting and this seems to be a large negative point people are throwing at it. This is basically the distance between your pupils and so is important to know so you can set the correct value. Rift S comes with snazzy box and two controllers! The initial Oculus “First Steps” program (App) is a joy and really gets you into being able to use the controllers to grab and throw objects and interact with the world. The Oculus App store is an advantage for Oculus being one of the most developed. Here you can find some free gems like BBC VR spacewalk and 1943 Blitz.
Screenshots alone are useless on conveying what VR is like you have to try it and get your VR legs, which translates as getting used to things to stop that part of the brain that thinks it is real and making you feel sick. Try a VR spacewalk or a Dogfight in DCS and this is what you initially will be fighting as well. Impressions After using Rift S for a few weeks this is a real showcase for the potential of VR especially concerning interaction with computers and even VR games such as Robo Recall which are really pretty amazing.
But I don’t want to give the wrong impression because you still basically have a 3D monitor in Scuba type mask at the end of the day and this will not be for a lot of people. It is advised that you have lots of space around you for games such as this because you are essentially flailing yourself around pretty much blind. Also you will find that although your in game hands can rip robots apart and throw them about – your real hands are no match for the wooden furniture you just hit and need patching up. In fact possibly the first time blood has been shed for real during a computer game. Robo Recall - the only blood shed was outside the game! (Oculus.com) VR games make you sweat and so your VR lenses will steam up. Some get around this by blowing a fan in their face others like myself came up with this solution which also lets me stay in touch with the real world but makes things less comfortable: Yep I have pulled the rubber mask off! Speaking of which Rift S has a promising feature maybe for the future called Passthrough where I can be in any game and switch to a view through the external cameras. If you are thinking just like the F-35 helmet! – erm sort of like the F-35 helmet…….…in 2001 maybe. Was thinking I might be able to make out the keyboard but no chance. (maybe in a few years) When it comes to flight sims there are lots of mixed views and opinions. I can see why some have returned it because some people won’t put up with headaches or bother trying to overcome sickness for computer games. Some will be disappointed at the view in the Rift S which is better than the original Rift but still less than a 1080p monitor. Track IR 5 V Rift S Let me say I have used TrackIR for over 10 years and so SA and positional awareness in Dogfights is not an issue. Nor is Air to Air Refuelling in fact recent DCS patches seemed to make things a lot easier. In Falcon I find it easier to join when the tanker is turning for some reason and do most of this automatically. These are things it seems I will need to spend time practising in Rift S / VR before I can be as proficient as before.
The Field of View (FOV) is similar with both but with TrackIR I can still get a more realistic range and look around a lot easier with much better clarity. If I compare 1 v 1 tracking with the Rift S and my head then the FOV is much too small on the Rift S, so it is not just a pain in the neck I am getting. (Note I don’t wear glasses). With Track IR I often have to F12 reset the view or shake my head to get it back to where it is supposed to be (things I do now automatically). The Rift S doesn’t have that issue but it is also not perfect with for example sometimes presenting the HUD display too low or high to use. Other differences with Rift S include a 3D rendered cockpit thus the cockpit switches stick out in a way you won’t be used to if you used a 2D monitor. Also, the sense of scale is different and you can do things like stick your head out of the side of the aircraft which might be Useful for Choppers maybe (something I don’t fly). Also…. Of course there are other changes you need to adapt to……..for example with the VR Headset I can use HOTAS, rudder pedals and mouse fine, but a keyboard is a no. Also not so great having to lift up the scuba mask to look at the many docs I have on tablet for the more complex sims, also if you need to write anything down like coordinates during a CAS mission forget that. So, for example trying out the A-10C the other day and need to eject but no practical way to get at the keyboard and no clicky way to eject myself. Alternatives might be using Voice command software instead and there are ways to get some documentation into the DCS kneeboard such as the third party DCS Kneeboard Builder which may help to a degree. Natural-point Track IR 5 - the King (naturalpoint.com) Potentially I suspect Generation 3/4 headsets could address some of the the current issues and be very good. Something that could add to this in future is Hand Tracking so you can manipulate controls in clicky pits with your hands / fingers. So, in summary if you are tempted by one of these then do research into it and look up the many Pros and Cons or at least make sure you buy from where you can return it easily. Whether it is for you is entirely down to who you are.
DCS Weekend News: 21 June 2019
By MigBuster,
DCS Summer Sale 2019 is Here!
Starting today and lasting until July 14th, enjoy 50% off on most DCS World products. This includes most of the aircraft, maps, and campaigns available on the DCS e-Shop.
Note that this is the first time that the DCS: Persian Gulf Map has been discounted to 50%. If you have been holding out on this map, now is the time to add it to your collection!
Exceptions to 50% off include the DCS: F/A-18C Hornet, DCS: Christen Eagle II, and DCS: I-16 at 25% off, and DCS: F-16C Viper, DCS: F-14 Tomcat, DCS: Fw 190 A-8, and DCS: MiG-19P Farmer are not participating in this sale due to being in pre-order or recently released.
We will also be participating in the 2019 Steam Summer sale with equivalent savings.
Hornet Update
Hornet development continues with focus on the INS/GPS-guided weapons like the JDAM and JSOW, new functions to the air-to-air radar that includes Latent Track While Scan (LTWS) and Multi-Sensor Integration (MSI), and smaller updates like SA page declutter, AIM-7 lofting logic, updated multi-target attack capability for INS/GPS-guided weapons, new HUD symbology like FEDS air-to-air gunnery SIM training mode that displays predicted gun round impact, corrected NVG rendering, and PRECISE coordinate entry for both the Horizontal Situation Indicator (HSI) and INS/GPS-guided weapons.
AGM-154C JSOW and MSI
AGM-154A JSOW
The Hornet team has their nose to the grindstone working on the Litening targeting pod, the AGM-84D Harpoon anti-ship missile Bearing-Only Launch (BOL) to start, INS and GPS navigation and alignment, and Track While Scan (TWS) radar mode. Now at 25% off, it’s a great time to add the Hornet to your hangar if not already there.
Related to the Hornet, the Nimitz-class aircraft carrier is making fast progress with the new model and textures, radio communications, and animated deck crew. Later this summer we will be providing much more information about this exciting new module.
Open Beta Update
Today we released another update to the 2.5.5 Open Beta. Highlights include:
Improved canopy and cockpit door network synchronization for several modules
Corrected game crash when crashing aircraft with cargo still attached
F/A-18C: Added MSI for LTWS sub-mode, corrected loft function for the AIM-7, added declutter options for the SA page, and corrected waypoint coordinate entry bug
AV-8B Night Attack: UFC ALT functions now fully operational
Fw 190 A-8: Prop pitch can now be assigned to a controller
Please find the complete changelog here
Barring any major issues, we plan to move the Open Beta to the Release Build next week.
Sincerely,
The Eagle Dynamics Team
The Eagle Dynamics Team
Developer Interview with Ciprian Bacioiu
By Skyviper,
Developer Interview with Ciprian Bacioiu
by Andre Ford
Each day, thousands of people are faced with the challenges unemployment presents them. What some may view as the end others view being laid off as a new beginning. Ciprian Bacioiu, a independent game developer, is trying to create a new beginning with his latest project. He states "I'm a Linux 1st game developer trying to establish myself in the gaming market as a developer of coffee-break games: Games you can play in your coffee break, intense and able to scratch a quick itch!" He is a lone developer working on his game in a workshop with his two cats RTFM and Wilson. This interview will share the tale of how unemployment provided a rare commodity to help him complete his project. The commodity is time and there isn't a lot of it left for the Bearded Giant to complete his new game called Space Mercs. The game will focus on a player's piloting skills as they get a chance to fly in large scale space battles. These battles will be filled with hundreds of ships, including capital ships as they engage each other. While a free demo of the game is available, in about 7 weeks the full game will be released for players to enjoy thoroughly either at home or while on their coffee break.
Thank you so much Ciprian for taking the time to do this interview. Please tell us, how long you have been in the game development industry and what are some titles you have worked on in the past?
I've been making games since 2006 and first entered the industry as a professional game designer in 2010 for Gameloft. There I worked on titles such as Nova 3, The Dark Knight Rises and quite a few more. Over the next 9 years I worked for companies like Mobility-Games/Disney (Frozen: Free Fall), as a freelance developer (game porting), Indie developer and even spent some time in the publishing side of the industry up till May this year!
What motivated you to create Space Merchs and focus more on the player's skills as a pilot than other factors?
Time is the biggest motivation. If I had as much time as I needed I would have developed Space Mercs as a 4X game - economy et all, however my savings only covered up to three months of development. As such I decided to lower my scope and do what I do best - offer the best experience I can deliver while focusing on a single core aspect. And in this case, what I wanted to achieve with the game is giving the player the feeling that he's a badass space pilot who can fly through intense areas while dodging bullets!
On your Imgur post you mentioned that you were laid off while you're developing Space Mercs. Obviously being unemployed presents it's own challenges. So how do you cope with and or conquer the combined challenges of being laid off and game development?
Being unemployed offers me access to a scarce resources in today's age - time to work on my own things. While holding a full time job, development can be sporadic. Nowadays I lock myself in my workshop with my two cats and tinker on my humble toys. I have the experienced required to get another job if I wanted too (9 years as a professional game developer) so I didn't feel the need to rush and jump on a new 9-to-5 job. Instead I calculated my savings and decided that if I have to go down, might as well go down guns blazing. Make a new game, release it and cross my fingers that revenue will be enough to support me for 3 more months so I can deliver another one.
Space Mercs is looking awesome so far. It looks like a fun and casual game that can be very challenging as well. What are some features that players can look forward to seeing?
My favourite thing to do in Space Mercs right now is to jump in on a huge 150+ space ship battle. The enemies don't all focus on you - you're really just another enemy ship for them, a speck on their radar. They pick their targets and engage other fighters from your team so you have the ability to do something you can't in most games - enjoy watching a huge space battle unfold. Ships blowing up, ships jumping in, huge battleships launching missiles - that is a sight to see. But things take a turn for the worst when you see the red light at the top of your cockpit turn on because someone is targeting you. And it's still a nice sensation, even while working on the game for 12-16 hours a day.
There is a comment your Imgur post by Jimicus about Space Mercs which reads "Hey, it’s a cross between Asteroids and Elite!" What are your thoughts about that?
It's so close to reality that I might steal the comment and use it in an official fashion! The funny thing is I don't have a powerful computer at home - I'm stuck on a mini form factor PC with an integrated GPU so I cannot play games like Elite Dangerous or X4 foundations. I can almost play X2 - the Threat with plenty of ships on screen. So when I began developing the game I wanted to make sure it works on an integrated GPU (Intel HD 4000) while looking good and supporting at least 100 ships on-screen even at those low specs! So saying that the game is a cross between Asteroids and Elite is extremely spot on! Just like Asteroids it works on pretty much every pc that supports Windows or Linux. And it resembles Elite dangerous in the game's cockpit form. I love Elite Dangerous, I so wish I could play it right now. But if the game sells decently enough (700-800 copies) I might just afford the graphics card upgrade to get a better GPU and play E:D.
Speaking of the game's features, which was your most difficult feature to develop and what lessons did you learn from the process?
The hardest thing right now is making it fair to the player; when you're in a battle bullets are everywhere. I'm only half-joking when I say that the only things that outnumber the projectiles on-screen are the number of stars in the background. When bullets come at you from behind well, it's hard to avoid them. I've spent the last two days working on the cockpit radar to find a way to track bullets from behind the player, so he can get an idea if something is coming towards him and roll/side boost out of the way. Kind of a silly question here. Were you able to include all of the features you'd like to have in the game?
The game has been in development for 1.5 months. Everything you see on the steam page or in the imgur post, or on my twitter, was done in that period. The entire game is built around the mechanics I'm working on now. Duel mode? That takes little to no effort outside of balancing the enemies in the game. Survival mode (everspace-esque) is the main gameplay loop with jump gates and the loadout screen. I believe I budgeted my time well enough to be able to add everything. Worst case there's going to be 1-2 weeks delay to account for proper QA testing of the game because I really do not want to release it unpolished.
Sometimes, when we create things they may not turn out the way we wanted them to. However there are times when something unexpected happens. During development of Space Mercs, has there been something in the game that didn't work out the way you hoped it would but, in the end, turned out to be a pleasant surprise that you decided to keep in the game?
Yes, initially, I wanted the game to play more like the first Rogue Squadron, on a planet. There's an early prototype of that here (https://imgur.com/gallery/MvBhJtD) and it was extremely fun. However ship pathfinding in-between the buildings coupled with performance issues when more than 20 ships were in-game ended up being a no-no. So I decided to just set the game in space and that opened up the ability to have battles with hundreds of ships. Which makes things more interesting.
Depending on the success of Space Mercs, what are some other games that you would like to make? Would you ever bring elements back from classic games such as StarLancer, FreeLancer, or Wing Commander? At this points, things are simple for me. I need to sell about 700 copies of the game on Steam during the first month in order to have another 3 month runaway to make another game. Anything past that is a bonus that can be used/spent to extend and improve Space Mercs into something a bit more sandbox-y. Instead of receiving credits at the end of a mission and using them to upgrade your ship's hardpoints and internals I'd want to add the ability to do ware trading, and add more purchasable ships. I couldn't do this with my limited budget and time frame but if the game sells well enough, it's totally going in!
Fun Question: If you had the resources and funding, what would be a game you'd really like to make? If you'd have asked me that question 4-5 years ago I would have a sure answer. Nowadays, I'm boggled down by experience and scope so I tend to think small and more granular. Back then I would have said that if money wasn't a problem and I could afford to pay a few artists I'd make a game in the vein of Dragon Age: Origns. An RPG that focuses on storyline and Character Development in which my players could fall in love with their party members and their personality. Now I'd just want to make something that's really fun and can pick you up after a hard day at work. Something you can play and come back to again and again on your own time and pace.
Do you have any final thoughts you'd like to share with your supporters? Please wishlist Space Mercs on Steam! With the way steam's algorithm works - the more wishlists I have, the more chances I get a better placement and better launch week sales. If you like the concept behind Space Mercs and you want to see the game expanded - or other games from me in the future, it's imperative you wishlist the game! It's the best way to support me at this point!
Thank you so much for taking the time to tell us your story and I'm sure the members here who are interested in Space Mercs would certainly love to show you their support. We invite you to check out the links below and share your thoughts about Space Mercs
I've been making games since 2006 and first entered the industry as a professional game designer in 2010 for Gameloft. There I worked on titles such as Nova 3, The Dark Knight Rises and quite a few more. Over the next 9 years I worked for companies like Mobility-Games/Disney (Frozen: Free Fall), as a freelance developer (game porting), Indie developer and even spent some time in the publishing side of the industry up till May this year!
What motivated you to create Space Merchs and focus more on the player's skills as a pilot than other factors?
Time is the biggest motivation. If I had as much time as I needed I would have developed Space Mercs as a 4X game - economy et all, however my savings only covered up to three months of development. As such I decided to lower my scope and do what I do best - offer the best experience I can deliver while focusing on a single core aspect. And in this case, what I wanted to achieve with the game is giving the player the feeling that he's a badass space pilot who can fly through intense areas while dodging bullets!
On your Imgur post you mentioned that you were laid off while you're developing Space Mercs. Obviously being unemployed presents it's own challenges. So how do you cope with and or conquer the combined challenges of being laid off and game development?
Being unemployed offers me access to a scarce resources in today's age - time to work on my own things. While holding a full time job, development can be sporadic. Nowadays I lock myself in my workshop with my two cats and tinker on my humble toys. I have the experienced required to get another job if I wanted too (9 years as a professional game developer) so I didn't feel the need to rush and jump on a new 9-to-5 job. Instead I calculated my savings and decided that if I have to go down, might as well go down guns blazing. Make a new game, release it and cross my fingers that revenue will be enough to support me for 3 more months so I can deliver another one.
Space Mercs is looking awesome so far. It looks like a fun and casual game that can be very challenging as well. What are some features that players can look forward to seeing?
My favourite thing to do in Space Mercs right now is to jump in on a huge 150+ space ship battle. The enemies don't all focus on you - you're really just another enemy ship for them, a speck on their radar. They pick their targets and engage other fighters from your team so you have the ability to do something you can't in most games - enjoy watching a huge space battle unfold. Ships blowing up, ships jumping in, huge battleships launching missiles - that is a sight to see. But things take a turn for the worst when you see the red light at the top of your cockpit turn on because someone is targeting you. And it's still a nice sensation, even while working on the game for 12-16 hours a day.
There is a comment your Imgur post by Jimicus about Space Mercs which reads "Hey, it’s a cross between Asteroids and Elite!" What are your thoughts about that?
It's so close to reality that I might steal the comment and use it in an official fashion! The funny thing is I don't have a powerful computer at home - I'm stuck on a mini form factor PC with an integrated GPU so I cannot play games like Elite Dangerous or X4 foundations. I can almost play X2 - the Threat with plenty of ships on screen. So when I began developing the game I wanted to make sure it works on an integrated GPU (Intel HD 4000) while looking good and supporting at least 100 ships on-screen even at those low specs! So saying that the game is a cross between Asteroids and Elite is extremely spot on! Just like Asteroids it works on pretty much every pc that supports Windows or Linux. And it resembles Elite dangerous in the game's cockpit form. I love Elite Dangerous, I so wish I could play it right now. But if the game sells decently enough (700-800 copies) I might just afford the graphics card upgrade to get a better GPU and play E:D.
Speaking of the game's features, which was your most difficult feature to develop and what lessons did you learn from the process?
The hardest thing right now is making it fair to the player; when you're in a battle bullets are everywhere. I'm only half-joking when I say that the only things that outnumber the projectiles on-screen are the number of stars in the background. When bullets come at you from behind well, it's hard to avoid them. I've spent the last two days working on the cockpit radar to find a way to track bullets from behind the player, so he can get an idea if something is coming towards him and roll/side boost out of the way. Kind of a silly question here. Were you able to include all of the features you'd like to have in the game?
The game has been in development for 1.5 months. Everything you see on the steam page or in the imgur post, or on my twitter, was done in that period. The entire game is built around the mechanics I'm working on now. Duel mode? That takes little to no effort outside of balancing the enemies in the game. Survival mode (everspace-esque) is the main gameplay loop with jump gates and the loadout screen. I believe I budgeted my time well enough to be able to add everything. Worst case there's going to be 1-2 weeks delay to account for proper QA testing of the game because I really do not want to release it unpolished.
Sometimes, when we create things they may not turn out the way we wanted them to. However there are times when something unexpected happens. During development of Space Mercs, has there been something in the game that didn't work out the way you hoped it would but, in the end, turned out to be a pleasant surprise that you decided to keep in the game?
Yes, initially, I wanted the game to play more like the first Rogue Squadron, on a planet. There's an early prototype of that here (https://imgur.com/gallery/MvBhJtD) and it was extremely fun. However ship pathfinding in-between the buildings coupled with performance issues when more than 20 ships were in-game ended up being a no-no. So I decided to just set the game in space and that opened up the ability to have battles with hundreds of ships. Which makes things more interesting.
Depending on the success of Space Mercs, what are some other games that you would like to make? Would you ever bring elements back from classic games such as StarLancer, FreeLancer, or Wing Commander? At this points, things are simple for me. I need to sell about 700 copies of the game on Steam during the first month in order to have another 3 month runaway to make another game. Anything past that is a bonus that can be used/spent to extend and improve Space Mercs into something a bit more sandbox-y. Instead of receiving credits at the end of a mission and using them to upgrade your ship's hardpoints and internals I'd want to add the ability to do ware trading, and add more purchasable ships. I couldn't do this with my limited budget and time frame but if the game sells well enough, it's totally going in!
Fun Question: If you had the resources and funding, what would be a game you'd really like to make? If you'd have asked me that question 4-5 years ago I would have a sure answer. Nowadays, I'm boggled down by experience and scope so I tend to think small and more granular. Back then I would have said that if money wasn't a problem and I could afford to pay a few artists I'd make a game in the vein of Dragon Age: Origns. An RPG that focuses on storyline and Character Development in which my players could fall in love with their party members and their personality. Now I'd just want to make something that's really fun and can pick you up after a hard day at work. Something you can play and come back to again and again on your own time and pace.
Do you have any final thoughts you'd like to share with your supporters? Please wishlist Space Mercs on Steam! With the way steam's algorithm works - the more wishlists I have, the more chances I get a better placement and better launch week sales. If you like the concept behind Space Mercs and you want to see the game expanded - or other games from me in the future, it's imperative you wishlist the game! It's the best way to support me at this point!
Thank you so much for taking the time to tell us your story and I'm sure the members here who are interested in Space Mercs would certainly love to show you their support. We invite you to check out the links below and share your thoughts about Space Mercs
IL2 Sturmovik Update 3.101
By 76.IAP-Blackbird,
Update 3.101
Dear friends,
Today we have finished another huge update and it is already available to you. It includes the new war machines you can control - jet fighter/bomber Me 262 A Schwalbe for Bodenplatte, Т-34-76 made by UVZ factory in early 1943 for Tank Crew - Clash at Prokhorovka and airplanes S.E.5a and Albatros D.Va for Flying Circus - Volume I.
Upping the exterior textures to 4К quality level for Bf 109 F-4 and Fw 190 A-8 are another neat feature, as well as adding visible crews to player controllable Pz.III Ausf.M and M4A2. All VR users get the long-awaited fix of an aircraft propeller that looked distorted with VR reprojection turned on. There are many changes in aircraft and ground AI. The level of detail of player controllable tank systems and their damage model is nearly final. And as usual, there are many improvements in FM and aircraft systems modeling.
IL-2 Sturmovik team wishes you nice summer weather and enjoyable flying in our sim!
Main features
1. Jet fighter-bomber Me 262 A "Schwalbe" is now available for all owners of "Battle of Bodenplatte";
2. Albatros D.Va is now available for all owners of "Flying Circus";
3. S.E.5a is now available for all owners of "Flying Circus";
4. T-34-76 UVZ made in early 1943 is now available for all owners of "Tank Crew - Clash at Prokhorovka" (includes crew);
5. Bf 109 F-4 exterior textures are now available in 4К quality, including damage, thanks to =BlackHellHound1=;
6. Fw 190 A-8 exterior textures are now available in 4К quality, including damage, thanks to =ICDP=;
7. Crew models added to M4A2;
8. Crew models added to Pz.III Ausf.M;
9. In VR, active reprojection won't cause a rotating propeller to flicker;
10. The game launcher (non-Steam version) now offers more options (enabling or disabling VR, 4K textures, GUI autoscale and mods);
AI improvements
11. AI fighters may cancel the attack run when hit by a bomber gunner fire;
12. AI fighters aim better when engaging a straight flying target;
13. AI fighters open fire earlier when engaging a straight flying target;
14. AI fighters maneuver more carefully when covering bombers;
15. AI keeps the formation much better;
16. AI ground attack planes and fighters RTB if they have no ammo for forward-firing armament left;
17. AI bombers open bomb bay doors during the bombing run only if there are bombs inside;
18. AI bombers won't open bomb bay doors during the route by mistake;
19. AI won't attempt to land on tank spawn points in multiplayer in case of an emergency;
20. AI gunners fire only at targets selected as 'Engageable' (Mission Editor parameter);
21. AI guns and tanks aim in a more realistic way, there is a slight fire delay after aiming and before re-engaging;
22. Driveable tanks controlled by AI keep formation better, including cases of losing one or more tanks of a platoon;
23. Ground AI can set and keep User Formation by mission command (current relative position of vehicles in the group);
24. Ground AI has three new formations: line left, line right, centered line (relative to the group leader);
25. Ground AI now correctly selects and uses APHE ammo (it used only AP ammo before);
26. Ground AI won't fire at crewmen escaping from friendly vehicles;
New features for player controllable tanks
27. It's possible to limit the maximal gear by X and Z key;
28. Enter key invokes the damage control overlay;
29. Headlights state, engine damage and overheat, low oil pressure and battery charge, maximal selected gear limit are shown in the quick info interface panel;
30. Lots of instruments and controls are now animated: odometers, service meters, engine revolutions counters, ignition switches, starter buttons, oil temperature indicators, amperemeters, voltmeters, fire detection lamps, radio tuning dials, parking brake handles, turret locks;
31. Transmission damage affects the changing of gears, they become harder or impossible to switch;
32. Oil system damage causes engine damage at a progressing rate;
33. Cooling system damage affects oil and cylinder heads cooling effectiveness;
34. Electrical system damage affects the functionality of lighting, powered turret traverse and engine starter;
35. Engines have a heat model that is affected by damage;
36. Cold engine yields less power until it heats up;
37. An engine with overheated oil or cylinder heads accumulates damage fast;
38. 'Warmed up engine' option is valid for tanks too;
39. Fuel or oil leak could lead to a fire that can kill the crew and cause the ammo detonation;
40. In case of fire, the crew uses fire extinguishers if there are any left. It takes up to 2 seconds using automatic fire extinguishers and up 5 seconds using regular ones;
41. Damaged suspension springs or torsions can become lame;
42. If the coolant is boiling, there is a visible vapor exhaust from radiators;
43. A damaged engine can fill the tank interior with smoke;
44. Firing the gun and MGs can obscure vision in the tank interior;
45. Crew clothes, faces, hands, etc. can become dirty from smoke;
46. The turret traverse speed decreases with the inclination of the tank, it may be impossible to turn the turret at a high inclination angle;
47. The driver instruments functioning was updated;
48. Powered (electric) turret traverse mechanism added to KV-1s and Т-34-76-UVZ-1943 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged, there is no power or the engine is off;
49. Powered (hydraulic) turret traverse mechanism added to M4A2 and PzKpfw. VI Ausf. H-1 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged or the engine is off;
50. Backup (pneumatic) engine starter added to KV-1s and Т-34-76-UVZ-1943 that is used if there is no power;
51. Additional (panoramic) gunsight added to KV-1s and Т-34-76-UVZ-1943;
52. Backup gunsight (iron sights) added to Pz.III Ausf.M;
53. The shaft between the flywheel clutch and the gearbox on M4A2 is correctly animated;
54. Pz.III Ausf.M brake drums are correctly animated;
55. Pz.VI Ausf.H1 engine cooling fans are correctly animated;
56. Tanks won't 'jump' on rubble left from destroyed buildings;
57. A rare issue that could cause a still functioning tank to appear destroyed, but with functioning turret has been fixed;
58. A rare issue that could cause a still functioning track to appear destroyed has been fixed;
59. A small visual issue (grey square near the gun gunsight) has been fixed for Pz.III Ausf.M and Pz.VI Ausf.H1;
60. KV-1s paint color has been corrected;
61. The motion of a damaged right track of Pz.III Ausf.M has been corrected;
New features in aircraft physics, systems and animations
62. Infinitely firing aircraft of other players shouldn't randomly appear in multiplayer anymore;
63. Additional steps were taken that should eliminate a rare problem of another player plane being invisible before opening fire;
64. PTAB sub-munitions effect on ground targets has been corrected;
65. Damage calculations for AP, APHE and HEAT aircraft-launched rockets have been significantly improved;
66. Physical models of all aircraft engines have been revised, many rare bugs were found and fixed;
67. A rare issue that could crash the sim when all fuel was spent (or leaked away) on Ju-88 and He-111 H6/H16 has been fixed;
68. A rare issue in P-47 turbocharger that could crash the sim was found and fixed;
69. The error that caused the Flying Circus aircraft propellers to have more power than RoF ones has been found and fixed. The notable difference was found at lower flight speeds, but additional research showed that this error made during porting of RoF planes to Flying Circus more or less affected all flight characteristics of the Flying Circus aircraft. In this update this error is fixed, so flight characteristics of all Flying Circus planes fully correspond to RoF before update 1.034. You can see the updated flight characteristics of Albatros D.Va and S.E.5a in their in-game descriptions, while updated descriptions for other Flying Circus aircraft will follow in the next update when we redo all the required measurements;
70. All aircraft: when starting or shutting down the engine with all three difficulty options "Cruise control", "Throttle auto limit" and "Engine auto control" turned off you need to move the engine controls during the startup or shutdown procedure yourself;
71. All aircraft: wind noise sound with jettisoned or broken canopy won't disappear at 720 kph and higher speeds;
72. All aircraft: new technochat message informs the player about the engine failure (when it shuts off by itself without player or throttle limiter input);
73. All aircraft: new technochat message informs the player that the engine start command is ignored if the startup requirements are not met;
74. Fw-190 D9 and Me 262 A: there is a tip in chat clarifying that the engine throttle is blocked from moving to cutoff position when the engine is on;
75. Sopwith Camel and Sopwith Dolphin skid steering animations were corrected;
76. Weight values listed for all large gunsights of Flying Circus planes and for the camera on SPAD XIII.C1 have been corrected;
77. Weight values listed for additional Lewis MGs on Sopwith Dolphin have been corrected, speed loss information added;
78. Moving horizontal stabilizers control levers or wheels can be heard;
79. When an engine is turned off, the motion speed of a throttle lever with engine helpers turned on has been increased (it is now the same as its motion speed with engine helpers turned off);
80. In multiplayer, you can hear the engine starter of another player.
Because of the huge amount of changes, the track and mission format was changed. If you're an author of a custom mission or campaign, you need to resave your creation (it can be done quickly using 'Convert missions to binary in folder' in the Mission editor). Please discuss the update in this thread.
Today we have finished another huge update and it is already available to you. It includes the new war machines you can control - jet fighter/bomber Me 262 A Schwalbe for Bodenplatte, Т-34-76 made by UVZ factory in early 1943 for Tank Crew - Clash at Prokhorovka and airplanes S.E.5a and Albatros D.Va for Flying Circus - Volume I.
Upping the exterior textures to 4К quality level for Bf 109 F-4 and Fw 190 A-8 are another neat feature, as well as adding visible crews to player controllable Pz.III Ausf.M and M4A2. All VR users get the long-awaited fix of an aircraft propeller that looked distorted with VR reprojection turned on. There are many changes in aircraft and ground AI. The level of detail of player controllable tank systems and their damage model is nearly final. And as usual, there are many improvements in FM and aircraft systems modeling.
IL-2 Sturmovik team wishes you nice summer weather and enjoyable flying in our sim!
Main features
1. Jet fighter-bomber Me 262 A "Schwalbe" is now available for all owners of "Battle of Bodenplatte";
2. Albatros D.Va is now available for all owners of "Flying Circus";
3. S.E.5a is now available for all owners of "Flying Circus";
4. T-34-76 UVZ made in early 1943 is now available for all owners of "Tank Crew - Clash at Prokhorovka" (includes crew);
5. Bf 109 F-4 exterior textures are now available in 4К quality, including damage, thanks to =BlackHellHound1=;
6. Fw 190 A-8 exterior textures are now available in 4К quality, including damage, thanks to =ICDP=;
7. Crew models added to M4A2;
8. Crew models added to Pz.III Ausf.M;
9. In VR, active reprojection won't cause a rotating propeller to flicker;
10. The game launcher (non-Steam version) now offers more options (enabling or disabling VR, 4K textures, GUI autoscale and mods);
AI improvements
11. AI fighters may cancel the attack run when hit by a bomber gunner fire;
12. AI fighters aim better when engaging a straight flying target;
13. AI fighters open fire earlier when engaging a straight flying target;
14. AI fighters maneuver more carefully when covering bombers;
15. AI keeps the formation much better;
16. AI ground attack planes and fighters RTB if they have no ammo for forward-firing armament left;
17. AI bombers open bomb bay doors during the bombing run only if there are bombs inside;
18. AI bombers won't open bomb bay doors during the route by mistake;
19. AI won't attempt to land on tank spawn points in multiplayer in case of an emergency;
20. AI gunners fire only at targets selected as 'Engageable' (Mission Editor parameter);
21. AI guns and tanks aim in a more realistic way, there is a slight fire delay after aiming and before re-engaging;
22. Driveable tanks controlled by AI keep formation better, including cases of losing one or more tanks of a platoon;
23. Ground AI can set and keep User Formation by mission command (current relative position of vehicles in the group);
24. Ground AI has three new formations: line left, line right, centered line (relative to the group leader);
25. Ground AI now correctly selects and uses APHE ammo (it used only AP ammo before);
26. Ground AI won't fire at crewmen escaping from friendly vehicles;
New features for player controllable tanks
27. It's possible to limit the maximal gear by X and Z key;
28. Enter key invokes the damage control overlay;
29. Headlights state, engine damage and overheat, low oil pressure and battery charge, maximal selected gear limit are shown in the quick info interface panel;
30. Lots of instruments and controls are now animated: odometers, service meters, engine revolutions counters, ignition switches, starter buttons, oil temperature indicators, amperemeters, voltmeters, fire detection lamps, radio tuning dials, parking brake handles, turret locks;
31. Transmission damage affects the changing of gears, they become harder or impossible to switch;
32. Oil system damage causes engine damage at a progressing rate;
33. Cooling system damage affects oil and cylinder heads cooling effectiveness;
34. Electrical system damage affects the functionality of lighting, powered turret traverse and engine starter;
35. Engines have a heat model that is affected by damage;
36. Cold engine yields less power until it heats up;
37. An engine with overheated oil or cylinder heads accumulates damage fast;
38. 'Warmed up engine' option is valid for tanks too;
39. Fuel or oil leak could lead to a fire that can kill the crew and cause the ammo detonation;
40. In case of fire, the crew uses fire extinguishers if there are any left. It takes up to 2 seconds using automatic fire extinguishers and up 5 seconds using regular ones;
41. Damaged suspension springs or torsions can become lame;
42. If the coolant is boiling, there is a visible vapor exhaust from radiators;
43. A damaged engine can fill the tank interior with smoke;
44. Firing the gun and MGs can obscure vision in the tank interior;
45. Crew clothes, faces, hands, etc. can become dirty from smoke;
46. The turret traverse speed decreases with the inclination of the tank, it may be impossible to turn the turret at a high inclination angle;
47. The driver instruments functioning was updated;
48. Powered (electric) turret traverse mechanism added to KV-1s and Т-34-76-UVZ-1943 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged, there is no power or the engine is off;
49. Powered (hydraulic) turret traverse mechanism added to M4A2 and PzKpfw. VI Ausf. H-1 with the manual traverse as the backup one. The powered traverse mechanism won't work if it is damaged or the engine is off;
50. Backup (pneumatic) engine starter added to KV-1s and Т-34-76-UVZ-1943 that is used if there is no power;
51. Additional (panoramic) gunsight added to KV-1s and Т-34-76-UVZ-1943;
52. Backup gunsight (iron sights) added to Pz.III Ausf.M;
53. The shaft between the flywheel clutch and the gearbox on M4A2 is correctly animated;
54. Pz.III Ausf.M brake drums are correctly animated;
55. Pz.VI Ausf.H1 engine cooling fans are correctly animated;
56. Tanks won't 'jump' on rubble left from destroyed buildings;
57. A rare issue that could cause a still functioning tank to appear destroyed, but with functioning turret has been fixed;
58. A rare issue that could cause a still functioning track to appear destroyed has been fixed;
59. A small visual issue (grey square near the gun gunsight) has been fixed for Pz.III Ausf.M and Pz.VI Ausf.H1;
60. KV-1s paint color has been corrected;
61. The motion of a damaged right track of Pz.III Ausf.M has been corrected;
New features in aircraft physics, systems and animations
62. Infinitely firing aircraft of other players shouldn't randomly appear in multiplayer anymore;
63. Additional steps were taken that should eliminate a rare problem of another player plane being invisible before opening fire;
64. PTAB sub-munitions effect on ground targets has been corrected;
65. Damage calculations for AP, APHE and HEAT aircraft-launched rockets have been significantly improved;
66. Physical models of all aircraft engines have been revised, many rare bugs were found and fixed;
67. A rare issue that could crash the sim when all fuel was spent (or leaked away) on Ju-88 and He-111 H6/H16 has been fixed;
68. A rare issue in P-47 turbocharger that could crash the sim was found and fixed;
69. The error that caused the Flying Circus aircraft propellers to have more power than RoF ones has been found and fixed. The notable difference was found at lower flight speeds, but additional research showed that this error made during porting of RoF planes to Flying Circus more or less affected all flight characteristics of the Flying Circus aircraft. In this update this error is fixed, so flight characteristics of all Flying Circus planes fully correspond to RoF before update 1.034. You can see the updated flight characteristics of Albatros D.Va and S.E.5a in their in-game descriptions, while updated descriptions for other Flying Circus aircraft will follow in the next update when we redo all the required measurements;
70. All aircraft: when starting or shutting down the engine with all three difficulty options "Cruise control", "Throttle auto limit" and "Engine auto control" turned off you need to move the engine controls during the startup or shutdown procedure yourself;
71. All aircraft: wind noise sound with jettisoned or broken canopy won't disappear at 720 kph and higher speeds;
72. All aircraft: new technochat message informs the player about the engine failure (when it shuts off by itself without player or throttle limiter input);
73. All aircraft: new technochat message informs the player that the engine start command is ignored if the startup requirements are not met;
74. Fw-190 D9 and Me 262 A: there is a tip in chat clarifying that the engine throttle is blocked from moving to cutoff position when the engine is on;
75. Sopwith Camel and Sopwith Dolphin skid steering animations were corrected;
76. Weight values listed for all large gunsights of Flying Circus planes and for the camera on SPAD XIII.C1 have been corrected;
77. Weight values listed for additional Lewis MGs on Sopwith Dolphin have been corrected, speed loss information added;
78. Moving horizontal stabilizers control levers or wheels can be heard;
79. When an engine is turned off, the motion speed of a throttle lever with engine helpers turned on has been increased (it is now the same as its motion speed with engine helpers turned off);
80. In multiplayer, you can hear the engine starter of another player.
Because of the huge amount of changes, the track and mission format was changed. If you're an author of a custom mission or campaign, you need to resave your creation (it can be done quickly using 'Convert missions to binary in folder' in the Mission editor). Please discuss the update in this thread.